CliftonJD Posted August 2, 2022 Author Posted August 2, 2022 6 hours ago, Will55 said: Okay digital moron country.... again! When you say "new save", do you mean a new game with the same char? Or do you simply mean a fresh new save of the ongoing game with and without PAH When I began the Wartimes/SD profile I only had Simple Slavery (as advised) installed. could just be that the sd scripts are active on the player that is preventing any new scripts from initializing and requires a new game to have the mods dormant enough to play nice together. similarly those types of mods will recommend that you don't update mid-save or only at certain times is it safe to update mid-save 1
Will55 Posted August 2, 2022 Posted August 2, 2022 27 minutes ago, CliftonJD said: could just be that the sd scripts are active on the player that is preventing any new scripts from initializing and requires a new game to have the mods dormant enough to play nice together. similarly those types of mods will recommend that you don't update mid-save or only at certain times is it safe to update mid-save Thank You! So, SD may well be the culprit. I will remove it OOC and see as it is just an exaggerated extension of Defeat from what i can see and treating women like garbage is beginning to pall a little.
Antiope_Apollonia Posted August 2, 2022 Posted August 2, 2022 2 hours ago, Will55 said: The scrum half is called a scrum half or halfback. The immediate backline receiver of the ball from him is called a flyhalf or five-eight and i have no idea why. Next are the inside and outside centres or right and left if the scrum/maul is in the middle of the field then the wingers with the fullback behind all. When I played the fullback was 1, the halfback 7 the 5/8 6 etc. Let's just drop all this. In all my time around rugby, I've never heard a fly-half called a five-eighth, but apparently it is some weird Kiwi regional variation. I have no idea where you got the rest of those numbers, though. The fullback is 15, and 1 is the loose-head prop. The scrum half is 9, and 7 is the open side flanker. And the numbering in rugby has been standardised since 1967 and is literally part of the laws of the game. Spoiler For what it's worth, I played a bunch of positions over the years, but my best was 7.
Martok73 Posted August 2, 2022 Posted August 2, 2022 15 hours ago, Farsh-nuke said: Have you tried doing a fresh install of skyrim? If you you a manager like MO2 then you can just point the game folder to the new location. There are mods that unless you use a very specific 3rd party script program, that even a "fresh install" won't get rid of (BBLS looking at you bloated pos). For whatever reason some mods "bake" shit into the game itself and doesn't let go. There is a very dangerous script out there that will completely wipe everything from a Skyrim install making it actually cleaner than when it was first downloaded, but that script can cause other issues on a PC so I don't recommend it. I hate MO2 just to be honest, I like Vortex and have used it since moving away from NMM, I tried MO2 and I don't like it, imho it's overly complicated and clunky, but that's just my opinion. Anyway, some things can never be truly removed even with a fresh clean install of the game... Which Honestly unless my game completely fries and dies, I will not go thru the utter damn pain in the fucking ass of reinstalling that shit thru Steam every again, I hate Steam with a passion and any game that I can get that doesn't force that proprietary bullshit can't fucking close while a game is running piece of shit software is one less headache I have. If I could run Skyrim without fucking steam I would in a heartbeat. I like GOG, no drma, no background launcher, no fucking bloated store app, no bullshit... 2
Farsh-nuke Posted August 2, 2022 Posted August 2, 2022 4 minutes ago, Martok73 said: There are mods that unless you use a very specific 3rd party script program, that even a "fresh install" won't get rid of (BBLS looking at you bloated pos). For whatever reason some mods "bake" shit into the game itself and doesn't let go. There is a very dangerous script out there that will completely wipe everything from a Skyrim install making it actually cleaner than when it was first downloaded, but that script can cause other issues on a PC so I don't recommend it. I hate MO2 just to be honest, I like Vortex and have used it since moving away from NMM, I tried MO2 and I don't like it, imho it's overly complicated and clunky, but that's just my opinion. Anyway, some things can never be truly removed even with a fresh clean install of the game... Which Honestly unless my game completely fries and dies, I will not go thru the utter damn pain in the fucking ass of reinstalling that shit thru Steam every again, I hate Steam with a passion and any game that I can get that doesn't force that proprietary bullshit can't fucking close while a game is running piece of shit software is one less headache I have. If I could run Skyrim without fucking steam I would in a heartbeat. I like GOG, no drma, no background launcher, no fucking bloated store app, no bullshit... I mean, fair. I like MO2 and I'm fine with steam but fair. 1
Martok73 Posted August 2, 2022 Posted August 2, 2022 5 hours ago, Farsh-nuke said: Cheerleading is this iconic part of American and thus global popular culture and yet it's extremely dangerous and isn't treated as such. That's the issue the danger comes from the negligence that comes from the danger. You obviously are not from the US are you? if you were then you would know that over here we are very aware of the dangers of cheerleading and treat it with respect and take the necessary precautions so we don't get hurt. Cheerleading is an international sport with competitions worldwide, my daughter was a cheerleader and a damn good one and she was taught from age 4 that it's dangerous and certain things were not to be done until more experience and proper training were there. To say that we don't treat it as dangerous is just not true and has to come from someone that has never actually been around the sport enough to know any better. Cheerleading takes a shitload of training, talent, practice, coordination and heart, and respect for the fact that you can get hurt very badly or even killed participating. Every single cheerleader here in the US knows and understands that both men and women alike, as we here in the US don't discriminate, we have both male and female cheerleaders and every world champion team has both. No offense, but you have no idea what you are talking about when it comes to cheerleading squads and how they are run.
Martok73 Posted August 2, 2022 Posted August 2, 2022 2 hours ago, Will55 said: So, SD may well be the culprit. I will remove it OOC and see as it is just an exaggerated extension of Defeat from what i can see and treating women like garbage is beginning to pall a little. I run SD+ along side of PAHE with no issues at all, and it is definitely not an exaggerated extension of Defeat. It is both a quest mod and a mod that provides npc slave master/mistresses for the Simple Slavery mod so that when the player is sold at a slave auction they actually get enslaved and go thru that whole thing instead of it just ending and you being ported back somewhere. Simple Slavery doesn't work without some type of actual slavery mod like SD+, Submissive Lola, DCL, etc... If you are not getting the MCM for PAHE to show up properly, and not getting the right message box popup menu options then honestly it sounds like you don't or haven't installed a requirement of PAHE correctly, or have not installed PAHE correctly... What I suggest is going back and going over all of the required mods listed on the PAHE main page and making sure you have each one of them installed correctly and working properly, then reinstalling PAHE, get rid of AYGAS and HSH and make sure that only PAHE and it's required mods are installed and working before adding anything else. I honestly don't think SD+ is the issue I think it's more basic and probably down to the install process you used for PAHE and it's requirements.
kohlteth Posted August 2, 2022 Posted August 2, 2022 10 hours ago, Will55 said: I have another plan as well to rid my char of daddy without finding mother. When he begins to be really nasty, I will drop a deadly wench corpse in the "home" rez her and sneak through the door and lock it and he can try and "entertain her" and see how well he fares. When there was a Raid on Whiterun, as my char and few other women went down to help out the guards, the yellow swine "daddy" ran past us into the city looking terrified, so he is only brave with subservient women. If one deadly wench fails, I still have two more OMG I am dying here picturing this scene. 1
Will55 Posted August 3, 2022 Posted August 3, 2022 (edited) 12 hours ago, kohlteth said: OMG I am dying here picturing this scene. I tried it. it worked as well as expected. I sneaked back in and I went to loot his corpse before bolting through the now open door and actually thought of picking up his corpse for later slave use but was kicked out the door with 'WTs over'(or similar) notice and a locked door. For a one-on-one vs an angry, annoyed deadly wench he did well as an electromage to last so long ~5mins Edited August 3, 2022 by Will55
Will55 Posted August 3, 2022 Posted August 3, 2022 (edited) 15 hours ago, Antiope_Apollonia said: In all my time around rugby, I've never heard a fly-half called a five-eighth, but apparently it is some weird Kiwi regional variation. I have no idea where you got the rest of those numbers, though. The fullback is 15, and 1 is the loose-head prop. The scrum half is 9, and 7 is the open side flanker. And the numbering in rugby has been standardised since 1967 and is literally part of the laws of the game. Reveal hidden contents For what it's worth, I played a bunch of positions over the years, but my best was 7. That numbering was standard for all of the GPS schools that played rugby when I did. I have no idea what they do now as I do not watch much sport at all. I wonder though if the term "five-eight" is a rugby league pollution. BTW I looked at a super match was on TV just now and you are correct WRT the numbering now and my old shirt which is numbered 6 should be now 10 but it was 13 I wore. Oh well too bad! Addendum: I just remembered while at uni I decided to have a run with the uni team for fitness reasons but only on condition that I played for fun which meant I wanted 4th grade as opposed to 1st which really upset a coach. I noticed that the numbers were different but thought nothing of it. My first game was a trial with the 4th vs the 1st team, and I playing as the outside centre (13) had to mark a national team player who weighed nearly twice as much as me. He ran with knees high, but I stopped him and i was knocked out twice, once in each half and that left me sitting in the dressing room afterwards severely concussed and it was the groundsman who took me to the hospital when he came to close up the building. I was unwell for 2 weeks but recovered and was banned from ever playing again. I was told later by teammates that I had been set up for refusing to play at a higher grade by the SOB coach. No idea if it was true but it fitted what he had said to me and he was sacked later on for another incident. Edited August 3, 2022 by Will55 1
Farsh-nuke Posted August 3, 2022 Posted August 3, 2022 14 hours ago, Martok73 said: You obviously are not from the US are you? if you were then you would know that over here we are very aware of the dangers of cheerleading and treat it with respect and take the necessary precautions so we don't get hurt. Cheerleading is an international sport with competitions worldwide, my daughter was a cheerleader and a damn good one and she was taught from age 4 that it's dangerous and certain things were not to be done until more experience and proper training were there. To say that we don't treat it as dangerous is just not true and has to come from someone that has never actually been around the sport enough to know any better. Cheerleading takes a shitload of training, talent, practice, coordination and heart, and respect for the fact that you can get hurt very badly or even killed participating. Every single cheerleader here in the US knows and understands that both men and women alike, as we here in the US don't discriminate, we have both male and female cheerleaders and every world champion team has both. No offense, but you have no idea what you are talking about when it comes to cheerleading squads and how they are run. No I am not from America but I was citing an America documentary. Also It's cheerleading. Cheerleading has no reason to involve risk of death. I'll drop the subject at this is supposed to be a support thread for a great mod. Lets leave it there.
Martok73 Posted August 3, 2022 Posted August 3, 2022 (edited) @CliftonJD @Pfiffy Ok, so after some testing there are still a couple places not showing up as options under the City dialog tree, Solitude and Windhelm. Aside from not seeing Raven Rock, Skaal Village, and Thieves Guild, I'm not sure what other town/inns are missing from the Inn dialog tree. Is Raven Rock supposed to be under City or Inn dialog? The College shows up on my mage just fine and is hidden on my thief so that is working properly. Still need to add in the ability to dismiss/fire hookers regardless of money earned or not, need a failsafe always works way to dismiss them no matter what, just need to come up with a good dialog line and add it in. Not being able to consistently dismiss hookers and having to literally reset the mod via MCM is becoming a royal PITA especially when you have more than 10 hookers all working in different locations. Here is two screenshots from my now lvl 100 char that owns every house, is Thane in all 9 holds, and has completed Thieves Guild, Dark Brotherhood, Dawnguard, Dragonborn, and the Main quest. He has not done the College questline but the College does work and shows up for my mage char that has finished that questline. There is only a handful of side quests that this character has not done and a few daedric quests. Minus the College, every city/inn should be showing up in his dialog as places to send hookers unless there are other conditions I am not aware of. City Dialogue Tree Options: 7 out of 9 Holds. Inn Dialogue Tree Options: No clue how many or what all the options are supposed to be. On an additional note, for whatever reason when using the dialog option to access the hookers inventory no matter what outfit/clothes/armor I give them, they will not wear anything other than their default outfit. Note in the screenshots Oflina's outfit is default, I have given her several different items and she refuses to wear anything else, and it's annoying, no clue how to fix that either. I've even went as far as using console commands to force her to wear what I give her but after saving and reloading she goes right back to wearing her stupid default outfit. Anyway to fix this so the hookers wear what you give them instead of their default? Slave hookers do not have this problem at all as their outfits are managed by PAHE, only the Non-Slave hookers refuse to wear anything other than their default outfits. Follower hookers, (hookers that are or can be a normal follower), will keep and wear the outfit you give them but only if using a follower framework that has outfit/gear control. If not using a follower framework mod to control their outfit, they will revert back to their default outfit as soon as you save/reload. Having follower as a hooker is imho complicated. First take them as a follower, then tell them to make us some money (avoid the bribe fee), then find the clients up to where they can work solo, then dismiss/fire them as a hooker, then you have to dismiss them as a follower, then and only then can you send them to a location alone to work and them actually go, if they are still your follower when you send them to a city/inn/location they will not go as they are still your follower and there is a high chance they will bug out and not be able to dismiss as a hooker either if you don't dismiss them as a follower first before trying to send them to a location. I have also noticed that if you don't dismiss them as a follower before sending them somewhere as a hooker, it can "break" their AI where you can't dismiss them as a follower anymore causing them to follow you around forever. Also after trying everything I can possibly think of and a few "creative" things, TDF will not move any hooker to any location at all under no circumstances period IF the npc you have made a hooker has had their Default Home Location changed either thru MYiYH, OR any of the Follower Framework Mods like NFF, AFT, etc... TDF does not have the ability to override the home location if it is anything other than default and thus will not move a hooker to any location you try to send them to period. This btw just plain sucks and prevents anyone from keeping all their followers/hookers in the same location when they are "off duty". The only workaround that I have found in my many hours of trial and error trying to get this to work is by using the MHiYH 2+ mod to actually "set their workplace" before making them a hooker. You can set their home and where they sleep during off hours via the MCM and then go to where ever you want them to "turn tricks" and set that location as there "workplace" with the hours that you want them there working. Once that is done, then you can use the TDF dialog to "send" them to that location, just make sure that you set their work in MHiYH as the local inn of that city otherwise they won't go there for TDF. This is the only way I have found to change a npcs default home and have them work where I want them to work with TDF, it's a PITA but it works, just keep in mind that the hooker will only be in the TDF location during the "work hours" set in the MHiYH MCM and will go back to where you have their home set the rest of the time. They will still be under the TDF dialog control however and you probably will not be able to dismiss them as a hooker via dialog anymore causing them to never revert their dialog back to normal, whether you try when they are "working" or at home. If you change their default home via AFT or NFF or any other follower framework mod, then TDF will not be able to "send" them anywhere at all. Strangely enough the hooker will still earn gold and make money even sitting at home doing absolutely nothing, but they do. I have also found that if changing their default home like that also breaks consistently the ability to dismiss them as a hooker as well. So any npc that is not a slave, if you want TDF to work and the hooker to go where you tell them to, then you can not change their default home location which IMHO absolutely sucks. Yes technically you can get it to work but it's not TDF that is doing it nor moving the hooker during "business hours" it's another mod. And I have found using that method that the hooker will only be at the location you send them in the TDF dialog during the hours of work set in the MHiYH MCM. The rest of the time they will go back to where you set their home and just stand/sit there doing nothing. So far I have not been able to dismiss any hookers at all when I change their default home location. Again this sucks and limits imho a pimp playthrough cause you can't "make a brothel" where you keep all ya hoes. ☹️Cause to me, I don't want to have them working 24/7 and like IRL they should have "off hours" and take breaks and be able to go back to a central chosen location where they all stay. Oh and even without changing anything at all, letting TDF "work as intended" the NPCs sleep AI no longer functions, as in once you have a npc under TDF control and they are working as a hooker, they are always active and never sleep anywhere, at all. If they are not "busy" with a client or looking for a client, then they are sandboxing using idles in the area. I've seen hookers leaning against railings outside the inn before which I think is cool, but they should still sleep. For now in my head I imagine they take a nap whenever the place they are at is not busy with people and I just can't "catch them sleeping". But yeah, they never sleep once TDF is in control, they can sandbox and do things other than sex animations, but never sleep. I honestly don't know if this will ever be possible tho because for it to happen then TDF would have to be able to override everything, but here's to hoping ?. Functionality of the hookers work fine as a slave or not a normal follower, when following they can find their own clients, when working alone regardless of the location they find clients and if present animations play just fine, with each 24hr period their number of clients increase and they make gold whether the player is present in render or not so that's a plus. The names for uniques appear in dialog but when a threesome is selected and you have more than one other hooker, there is only the option of "Another Prostitute" in the message box. No names are given to be able to choose which hooker participates in the threesome it is just random. Slave names if not a unique npc are still generic based on npc type and not the name given by PAHE, (hope that can be fixed at some point). Training appears to be working as I have the option appear in dialog for every following hooker. They can train own their own once before having a cooldown (no clue how long), and with each other as long as the other hooker starts the training. As in hooker 1 starts training with hooker 2, then talk to hooker 2 and have them train with hooker 1. Technically can have 5 out of 6 hookers train with the same hooker if you want to, which I think is fine, doesn't make sense to restrict them from only training once period. IE: Dialog to train for each hooker 1-5 and choose their "partner" as hooker 6 each time. As far as I can tell the "cooldown" is working for all 6 hookers now. BTW what is the "cap" or max amount of training that the hookers can do? 10, 15, 20 or more? All in all tho it basically works there is only a few things that still need to be ironed out, namely places/locations showing up in the dialog trees and a functional dismiss option. The other notes are minor imho and hopefully will get worked out in time, but I think that covers everything for this version. Hope this helps and I hope that y'all will be able to figure out a way to consistently dismiss the hoes and maybe transfer slave stats into tdf stats ?. Again hope this helps. ? Edited August 3, 2022 by Martok73
Pfiffy Posted August 3, 2022 Posted August 3, 2022 11 minutes ago, Martok73 said: @CliftonJD @Pfiffy Ok, so after some testing there are still a couple places not showing up as options under the City dialog tree, Solitude and Windhelm. Aside from not seeing Raven Rock, Skaal Village, and Thieves Guild, I'm not sure what other town/inns are missing from the Inn dialog tree. Is Raven Rock supposed to be under City or Inn dialog? The College shows up on my mage just fine and is hidden on my thief so that is working properly. Still need to add in the ability to dismiss/fire hookers regardless of money earned or not, need a failsafe always works way to dismiss them no matter what, just need to come up with a good dialog line and add it in. Not being able to consistently dismiss hookers and having to literally reset the mod via MCM is becoming a royal PITA especially when you have more than 10 hookers all working in different locations. Here is two screenshots from my now lvl 100 char that owns every house, is Thane in all 9 holds, and has completed Thieves Guild, Dark Brotherhood, Dawnguard, Dragonborn, and the Main quest. He has not done the College questline but the College does work and shows up for my mage char that has finished that questline. There is only a handful of side quests that this character has not done and a few daedric quests. Minus the College, every city/inn should be showing up in his dialog as places to send hookers unless there are other conditions I am not aware of. City Dialogue Tree Options: 7 out of 9 Holds. Inn Dialogue Tree Options: No clue how many or what all the options are supposed to be. On an additional note, for whatever reason when using the dialog option to access the hookers inventory no matter what outfit/clothes/armor I give them, they will not wear anything other than their default outfit. Note in the screenshots Oflina's outfit is default, I have given her several different items and she refuses to wear anything else, and it's annoying, no clue how to fix that either. I've even went as far as using console commands to force her to wear what I give her but after saving and reloading she goes right back to wearing her stupid default outfit. Anyway to fix this so the hookers wear what you give them instead of their default? Slave hookers do not have this problem at all as their outfits are managed by PAHE, only the Non-Slave hookers refuse to wear anything other than their default outfits. Follower hookers, (hookers that are or can be a normal follower), will keep and wear the outfit you give them but only if using a follower framework that has outfit/gear control. If not using a follower framework mod to control their outfit, they will revert back to their default outfit as soon as you save/reload. Having follower as a hooker is imho complicated. First take them as a follower, then tell them to make us some money (avoid the bribe fee), then find the clients up to where they can work solo, then dismiss/fire them as a hooker, then you have to dismiss them as a follower, then and only then can you send them to a location alone to work and them actually go, if they are still your follower when you send them to a city/inn/location they will not go as they are still your follower and there is a high chance they will bug out and not be able to dismiss as a hooker either if you don't dismiss them as a follower first before trying to send them to a location. I have also noticed that if you don't dismiss them as a follower before sending them somewhere as a hooker, it can "break" their AI where you can't dismiss them as a follower anymore causing them to follow you around forever. Also after trying everything I can possibly think of and a few "creative" things, TDF will not move any hooker to any location at all under no circumstances period IF the npc you have made a hooker has had their Default Home Location changed either thru MYiYH, OR any of the Follower Framework Mods like NFF, AFT, etc... TDF does not have the ability to override the home location if it is anything other than default and thus will not move a hooker to any location you try to send them to period. This btw just plain sucks and prevents anyone from keeping all their followers/hookers in the same location when they are "off duty". The only workaround that I have found in my many hours of trial and error trying to get this to work is by using the MHiYH 2+ mod to actually "set their workplace" before making them a hooker. You can set their home and where they sleep during off hours via the MCM and then go to where ever you want them to "turn tricks" and set that location as there "workplace" with the hours that you want them there working. Once that is done, then you can use the TDF dialog to "send" them to that location, just make sure that you set their work in MHiYH as the local inn of that city otherwise they won't go there for TDF. This is the only way I have found to change a npcs default home and have them work where I want them to work with TDF, it's a PITA but it works, just keep in mind that the hooker will only be in the TDF location during the "work hours" set in the MHiYH MCM and will go back to where you have their home set the rest of the time. They will still be under the TDF dialog control however and you probably will not be able to dismiss them as a hooker via dialog anymore causing them to never revert their dialog back to normal, whether you try when they are "working" or at home. If you change their default home via AFT or NFF or any other follower framework mod, then TDF will not be able to "send" them anywhere at all. Strangely enough the hooker will still earn gold and make money even sitting at home doing absolutely nothing, but they do. I have also found that if changing their default home like that also breaks consistently the ability to dismiss them as a hooker as well. So any npc that is not a slave, if you want TDF to work and the hooker to go where you tell them to, then you can not change their default home location which IMHO absolutely sucks. Yes technically you can get it to work but it's not TDF that is doing it nor moving the hooker during "business hours" it's another mod. And I have found using that method that the hooker will only be at the location you send them in the TDF dialog during the hours of work set in the MHiYH MCM. The rest of the time they will go back to where you set their home and just stand/sit there doing nothing. So far I have not been able to dismiss any hookers at all when I change their default home location. Again this sucks and limits imho a pimp playthrough cause you can't "make a brothel" where you keep all ya hoes. ☹️Cause to me, I don't want to have them working 24/7 and like IRL they should have "off hours" and take breaks and be able to go back to a central chosen location where they all stay. I honestly don't know if this will ever be possible tho because for it to happen then TDF would have to be able to override everything, but here's to hoping ?. Functionality of the hookers work fine as a slave or not a normal follower, when following they can find their own clients, when working alone regardless of the location they find clients and if present animations play just fine, with each 24hr period their number of clients increase and they make gold whether the player is present in render or not so that's a plus. The names for uniques appear in dialog but when a threesome is selected and you have more than one other hooker, there is only the option of "Another Prostitute" in the message box. No names are given to be able to choose which hooker participates in the threesome it is just random. Slave names if not a unique npc are still generic based on npc type and not the name given by PAHE, (hope that can be fixed at some point). Training appears to be working as I have the option appear in dialog for every following hooker. They can train own their own once before having a cooldown (no clue how long), and with each other as long as the other hooker starts the training. As in hooker 1 starts training with hooker 2, then talk to hooker 2 and have them train with hooker 1. Technically can have 5 out of 6 hookers train with the same hooker if you want to, which I think is fine, doesn't make sense to restrict them from only training once period. IE: Dialog to train for each hooker 1-5 and choose their "partner" as hooker 6 each time. As far as I can tell the "cooldown" is working for all 6 hookers now. BTW what is the "cap" or max amount of training that the hookers can do? 10, 15, 20 or more? All in all tho it basically works there is only a few things that still need to be ironed out, namely places/locations showing up in the dialog trees and a functional dismiss option. The other notes are minor imho and hopefully will get worked out in time, but I think that covers everything for this version. Hope this helps and I hope that y'all will be able to figure out a way to consistently dismiss the hoes and maybe transfer slave stats into tdf stats ?. Again hope this helps. ? A lot of stuff... Ok... The training cool down timer is set to 4 Hours and I'm testing if it is working as intended. The Sand boxing is working, but under construction. The invetory just handles the pieces of the inventory that you have access to. For now....
Faustling Posted August 3, 2022 Posted August 3, 2022 On 8/2/2022 at 2:05 AM, mikesolo1975 said: its normal you need make this for work Edit this file: SKSE\Plugins\Skyrim - Utility Mod\System\SUM\System.json Find this line in the file: "sslcompatiblesemver" : [ "1.62.0", "1.62.7", "1.62.8", "1.62.9", "1.63.0", "1.64.1" ], and change the version number "1.64.1" to "1.64.3" if you use MO2 go to the mods and SUM installation and SKSE Thanks, that got rid of one error message. But I'm still getting the other. Also, I still have the original problem: Whenever I punish a slave, I get this bizarre magic effect, and then health starts dropping and can't be stopped.
CliftonJD Posted August 3, 2022 Author Posted August 3, 2022 (edited) 5 hours ago, Martok73 said: Inn Dialogue Tree Options: No clue how many or what all the options are supposed to be. on that tree you're missing dragon bridge, connected to the solitude home ownership missing above, ivarstead i'm sure by now you've completed the steps to high hrothgar on your test character, kynesgrove and new ginisis corner club connected to the windhelm home missing above, and skaal village connected to the raven rock home above. mages guild and thieves guild would be on this list also, but you said you noticed those 2 on other characters completed. so basically its super specific to those 3 cities you mentioned. unless pfiffy needs to rebuild the fragments again for those dialogues, it looks as tho we're going to need new conditions to work with for those cities and for ivarstead 5 hours ago, Martok73 said: On an additional note, for whatever reason when using the dialog option to access the hookers inventory no matter what outfit/clothes/armor I give them, they will not wear anything other than their default outfit. Note in the screenshots Oflina's outfit is default, I have given her several different items and she refuses to wear anything else, and it's annoying, no clue how to fix that either. I've even went as far as using console commands to force her to wear what I give her but after saving and reloading she goes right back to wearing her stupid default outfit. Anyway to fix this so the hookers wear what you give them instead of their default? that basically boils down to the same problem slaves started to develop once we found the naked outfit was the cause for the oldest bug in pahe and quit using the outfits. skyrim npc's will always wear their outfit. follower frameworks do something a bit different to be able to atleast let them wear what the npc thinks is best, but still needs to set an outfit for total control if you want a sexy bandit to wear a skimpy outfit or a mage to wear armor. for now tdf doesn't use or set an outfit, you'll need to discuss that with pfiffy if you'd like to change that 5 hours ago, Martok73 said: Having follower as a hooker is imho complicated. First take them as a follower, then tell them to make us some money (avoid the bribe fee), then find the clients up to where they can work solo, then dismiss/fire them as a hooker, then you have to dismiss them as a follower, then and only then can you send them to a location alone to work and them actually go, if they are still your follower when you send them to a city/inn/location they will not go as they are still your follower and there is a high chance they will bug out and not be able to dismiss as a hooker either if you don't dismiss them as a follower first before trying to send them to a location. I have also noticed that if you don't dismiss them as a follower before sending them somewhere as a hooker, it can "break" their AI where you can't dismiss them as a follower anymore causing them to follow you around forever. ok, that makes sense why so many safeguards built in to prevent getting the dialogue to send them independent if they're still your follower then 5 hours ago, Martok73 said: Yes technically you can get it to work but it's not TDF that is doing it nor moving the hooker during "business hours" it's another mod. And I have found using that method that the hooker will only be at the location you send them in the TDF dialog during the hours of work set in the MHiYH MCM. The rest of the time they will go back to where you set their home and just stand/sit there doing nothing. So far I have not been able to dismiss any hookers at all when I change their default home location. Again this sucks and limits imho a pimp playthrough cause you can't "make a brothel" where you keep all ya hoes. ☹️Cause to me, I don't want to have them working 24/7 and like IRL they should have "off hours" and take breaks and be able to go back to a central chosen location where they all stay. but that makes sense if you're using those other mods to set their homes, you would need to change their homes or home schedules thru those mods, could also be why slaves can't have their homes set without breaking the slave name 5 hours ago, Martok73 said: Again this sucks and limits imho a pimp playthrough cause you can't "make a brothel" where you keep all ya hoes. ☹️Cause to me, I don't want to have them working 24/7 and like IRL they should have "off hours" and take breaks and be able to go back to a central chosen location where they all stay. Oh and even without changing anything at all, letting TDF "work as intended" the NPCs sleep AI no longer functions, as in once you have a npc under TDF control and they are working as a hooker, they are always active and never sleep anywhere, at all. If they are not "busy" with a client or looking for a client, then they are sandboxing using idles in the area. I've seen hookers leaning against railings outside the inn before which I think is cool, but they should still sleep. For now in my head I imagine they take a nap whenever the place they are at is not busy with people and I just can't "catch them sleeping". But yeah, they never sleep once TDF is in control, they can sandbox and do things other than sex animations, but never sleep. I honestly don't know if this will ever be possible tho because for it to happen then TDF would have to be able to override everything, but here's to hoping ?. compare that to bandits, without adding another mod to manage bandit schedules, you never catch them asleep either. as long as tdf is left in control of those things without any follower management changes to their homes, it can be changed tho. basically we would need to set tdf to use a schedule system thru more behavior packages. the npc's that normally sleep do this thru behavior packages set at certain hours until they have enough behaviors to form a schedule. this is also why slaves wouldn't go where tdf intends until i release the slave to tdf 5 hours ago, Martok73 said: BTW what is the "cap" or max amount of training that the hookers can do? 10, 15, 20 or more? the hooker being offered to hone her skills needs to have less than 50, think there's also an internal script limit on their training at that rank, but can't remember if its still the hooker being offered or if the script limits both hookers from training 5 hours ago, Martok73 said: Hope this helps and I hope that y'all will be able to figure out a way to consistently dismiss the hoes and maybe transfer slave stats into tdf stats ?. Again hope this helps. ? Edited 14 minutes ago by Martok73 for dismissing i'm hoping we don't need to add a reset button to each hooker, but that option is highly considered if a better solution doesn't come along. only reason the slave stats don't transfer yet is the math difference between how tdf configures their experience versus how pahe does slave sex stats. on that i have no doubt in my mind i could do it, just need to think on a fair xp conversion rate for their stats to transfer. with tdf each client or training session is only counted as 1 for that training or 1 for that client, but with slaves there are different values and rough sex or non-consenting/rape trains faster than normal sex edit: curious if you've noticed as well(on other test characters who haven't done everything) or just me, i don't recall having done anything remotely thane'ish in winterhold...but yet its an available option for my test character to send the hookers Edited August 3, 2022 by CliftonJD
Martok73 Posted August 3, 2022 Posted August 3, 2022 7 hours ago, Pfiffy said: A lot of stuff... Ok... The training cool down timer is set to 4 Hours and I'm testing if it is working as intended. The Sand boxing is working, but under construction. The invetory just handles the pieces of the inventory that you have access to. For now.... Yes it's alot I wanted to be as thorough as possible. Training between all 6 following hookers seem to all have a cooldown once the "training" dialog is selected for that specific hooker. Have not waited or paid attention as to how long before the training dialog comes back, will check and see. Need to be able to give hookers a sexy outfit and Force them to freakin' wear the damn thing, so freakin annoying them just wearing their default shit when you give them something else to wear. 2 hours ago, CliftonJD said: on that tree you're missing dragon bridge, connected to the solitude home ownership missing above, ivarstead i'm sure by now you've completed the steps to high hrothgar on your test character, kynesgrove and new ginisis corner club connected to the windhelm home missing above, and skaal village connected to the raven rock home above. mages guild and thieves guild would be on this list also, but you said you noticed those 2 on other characters completed. so basically its super specific to those 3 cities you mentioned. unless pfiffy needs to rebuild the fragments again for those dialogues, it looks as tho we're going to need new conditions to work with for those cities and for ivarstead Solitude isn't showing up with owning Proudspire Manor and being Thane, and since you said Dragon Bridge is tied to that, nope it's not showing up either. Main quest is completed on both test characters so yes have definitely completed the 7k steps to High Hrothgar. Own the house in Windhelm and Thane on one of my test characters without completeing the Civil War or joining the Stormcloaks, so if those other two places not showing up is tied to everything involved in owning the house in Windhelm, then those conditions will need to be redone as there is a wonderfully beautiful mod called Civil War Neutrality that allows you to buy the house and become Thane without joining the Stormcloaks which in vanilla is required. Should not have civil war tied to Windhelm being available for hookers if owning the house is the only requirement. One char owns Sevrin Manor and nether Raven Rock nor Skaal village shows up as that char is the one I took the screenshots with. I have one char that has finished Mages Guild and the College (arcanum) shows up for her. My main testing char has finished Thieves guild along with one other char and so far thieves guild has not shown up on either char yet. Char taking the screenshots has completed and is the GM of the Thieves Guild. 3 hours ago, CliftonJD said: that basically boils down to the same problem slaves started to develop once we found the naked outfit was the cause for the oldest bug in pahe and quit using the outfits. skyrim npc's will always wear their outfit. follower frameworks do something a bit different to be able to atleast let them wear what the npc thinks is best, but still needs to set an outfit for total control if you want a sexy bandit to wear a skimpy outfit or a mage to wear armor. for now tdf doesn't use or set an outfit, you'll need to discuss that with pfiffy if you'd like to change that Naked outfit doesn't cause the naked bandit bug tho cause I've had naked bandits show up even having those options that you put in place in PAHE to prevent and stop that from happening enabled, so yeah, naked bandit bug is still a thing even with all the things you've done trying to fix it. Need to find a way to force hookers to wear what you give them, it's annoying that they don't. 3 hours ago, CliftonJD said: ok, that makes sense why so many safeguards built in to prevent getting the dialogue to send them independent if they're still your follower then It's still a PITA tho, and complicated, but at least it does work. 3 hours ago, CliftonJD said: but that makes sense if you're using those other mods to set their homes, you would need to change their homes or home schedules thru those mods, could also be why slaves can't have their homes set without breaking the slave name Here's the thing tho, when using ANY follower framework mod to change a npc's home, all it does is change their default home location, it doesn't touch their schedule at all, nor does it touch their AI, it only changes the location called "home". MHiYH however will change their default home location and if you choose to do so, change their schedule, but you can choose not to touch their schedule and only change their default home location. Now here's something very interesting I just found out when "trying something" on a very old save file that still had BBLS installed. I loaded up the current build version of TDF and went to the Luxury Suite where I have several regular follower npcs living. I used the bribe dialog option to make them a hooker, took them around and got them enough clients so I could "send" them to wok on their own somewhere. Guess what, it worked flawlessly, I was able to send Annekke, Janessa, and Sigil (Annekke's daughter, spelling?), to different cities and they actually walked out of the luxury suite and eventually arrived at their selected destinations and proceeded to turn tricks making gold working as an independent hooker. I sent one to Whiterun, one to Dawnstar, and one to Falkreth. So however the BBLS mod "invites" npcs to live there and whatever that mod does to change their default home location does not in anyway shape or form interfere with TDF and TDF is able to move the hooker npcs from the BBLS to wherever you want to send them. BBLS has a dialog option that is "Let's talk about your living arrangments" in which you can "invite" the npc to live at the luxury suite, live in the apartments, or live in the player house as it's caretaker. I have no clue how it accomplishes this but however it does it is the way we need to go with TDF so that other mods that change the default home location will work as well. I don't play with BBLS anymore cause of it being so fucking script heavy and laggy as fuck. But hey, they did one thing right 3 hours ago, CliftonJD said: compare that to bandits, without adding another mod to manage bandit schedules, you never catch them asleep either. as long as tdf is left in control of those things without any follower management changes to their homes, it can be changed tho. basically we would need to set tdf to use a schedule system thru more behavior packages. the npc's that normally sleep do this thru behavior packages set at certain hours until they have enough behaviors to form a schedule. this is also why slaves wouldn't go where tdf intends until i release the slave to tdf Ok, so explain why I can see hookers doing things other than sex animations? Right now Annekke is leaning up against a wall idle and not finding clients. Olfina is leaning against the railing at the inn in Dawnstar not finding clients. I've seen them sit down and eat as well, so at least part of their "Idle animation schedule" is still intact even with TDF using them to find clients and play sex animations. I have also seen and caught bandits alseep at their camps, it's rare, but depending on what time it is when I load into the camps/area/dungeon or whatever, I have found them asleep, and I have nothing that alters bandits in anyway shape or form except makes the females pretty. So what's up with TDF letting the hookers take a break to lean against a wall or railing instead of finding clients? I like it, but wondering if it can do that then why not let them sleep or return to a custom home location? 3 hours ago, CliftonJD said: the hooker being offered to hone her skills needs to have less than 50, think there's also an internal script limit on their training at that rank, but can't remember if its still the hooker being offered or if the script limits both hookers from training They can train 50 damn times? Holy shit that's alot, yeah I'm not gonna test that out as I don't have the time it would take to wait 4hrs between training one hooker 50 fucking times, yup nope ain't gonna happen... that is 200 hours just to train one hooker, nope, got other things to test and to eventually continue my actual current play through. Definitely need to figure out a way to transfer a slaves sex training into tdf training if it's 50 times, sheesh. 3 hours ago, CliftonJD said: for dismissing i'm hoping we don't need to add a reset button to each hooker, but that option is highly considered if a better solution doesn't come along. only reason the slave stats don't transfer yet is the math difference between how tdf configures their experience versus how pahe does slave sex stats. on that i have no doubt in my mind i could do it, just need to think on a fair xp conversion rate for their stats to transfer. with tdf each client or training session is only counted as 1 for that training or 1 for that client, but with slaves there are different values and rough sex or non-consenting/rape trains faster than normal sex As it stands right now, dismissing a hooker is a roll of the dice with a high chance that it will fail and never be able to dismiss the hooker at all. So yes there needs to be a dialog option in place that will force dismiss a hooker without having to check against any conditions at all, because currently if the hooker has not made any money you can't dismiss them, and even if the hooker has made money there is a chance you can't dismiss them because TDF still gives the message "No Money Earned yet" even when they have and you can collect it. So yea, we need a dialog option with a line that makes sense to force the hooker out of TDF when the normal dismiss options fails. Going back to what you stated above that they can train 50 damn times, I honestly think that a slave with 100 sex training in PAHE/HSH (HSH has 3 sex stats where PAHE has 1), is a fair trade for full hooker training in the sex department. 100 sex pahe = 50 tdf training. That seems more than fair to me honestly, and I think that no slave stats should translate into total number of clients for the reason that you should still need to "teach" the slave how to operate on their own independently as a paid sex worker and not just a sex slave for your master/mistress. They need to know the difference from a business point of view, but from the actual sex training part, they should be fully trained and receive the full training gold benefit. As for Winterhold, there is a quest that you can do for the Jarl that pretty much makes you Thane, it's one quest, there is no house or property and that's it, it's easy to do that one quest and forgot about it honestly. It is quite easy to do the requirements to become Thane and not know it either as I have done it and upon talking to the current Jarl in Winterhold have become Thane. The only part that might get noticed is IF you actually have to help 3 people in the town because you didn't pimp out a following hooker to 3 citizens while "training" your whore. Of the now 4 characters that I have tested TDF with, Winterhold has shown up as an option for all 4 of them, and only 1 character has completed everything (minus college of winterhold chain). Only one char has completed the Mages Guild/College of Winterhold questchain. So I have no clue as to what the conditions are that have to be met for Winterhold itself to show up, but for the College itself to show up the mages guild/college questline has to be finished and be the Archmage. Hope all this new info helps y'all figure more things out and keep improving TDF cause it's coming along pretty well, keep it up
Martok73 Posted August 3, 2022 Posted August 3, 2022 @CliftonJD This has nothing to do with anything other than you're smart and might know what is causing this issue. Only male DB members and Male Mannequins have this purple thing show up, and it just started wihtin the last couple of weeks. Female characters and female mannequins display the DB armor normally without the purple thing. The only thing that I can recall that has changed in my load order or mod list in the last few weeks is TDF, Another Mannequin Script Fix AE/SE, and I think that's it. I've tried uninstalling both and this purple thing is still there. I don't have any mods that change the dark brotherhood armor at all, so I have no clue as to why it's there and only shows up on males? It's only this one single piece of gear too, just the Dark Brotherhood Armor (chest piece), the DB Robe is fine. To my knowledge and memory those are the only two things that have changed since I first started noticing this. Any ideas? I've checked the console and there isn't another item in their inventory or equipped so no clue.
Will55 Posted August 4, 2022 Posted August 4, 2022 (edited) CliftonJD. This is a personal request and NPs if you cannot or will not help. I have enslaved daddy from wartimes and am trying to sell the swine at Fellglow but when asked "who is the lucky slave?" there is no option to point him out as all I read are the pig's usual lines of speech. I enslaved him this time after one ferocious beating and rape by slipping an enslavement rope into his pocket. Is there anything that I can do here? I have killed him once, killed him and all his party friends once and Aldo has his way with him regularly, but until i know that I can enslave the swine when I wish at the end, I find it difficult to endure the degradation. I realize that I should not be even trying the mod but it is a challenge to me personally and I so want to see him disappear into Fellglow. Addendum: the pig actually puts or tries to do, a slave collar around my char's neck and calling her his slave despite being enslaved and he raped her in front of the would be buyer...who must have been somewhat confused. Edited August 4, 2022 by Will55 1
Farsh-nuke Posted August 4, 2022 Posted August 4, 2022 3 hours ago, Will55 said: CliftonJD. This is a personal request and NPs if you cannot or will not help. I have enslaved daddy from wartimes and am trying to sell the swine at Fellglow but when asked "who is the lucky slave?" there is no option to point him out as all I read are the pig's usual lines of speech. I enslaved him this time after one ferocious beating and rape by slipping an enslavement rope into his pocket. Is there anything that I can do here? I have killed him once, killed him and all his party friends once and Aldo has his way with him regularly, but until i know that I can enslave the swine when I wish at the end, I find it difficult to endure the degradation. I realize that I should not be even trying the mod but it is a challenge to me personally and I so want to see him disappear into Fellglow. Fair play to you I kind of feel like if I was going to play that mod I'd do a full submissive humiliation playthrough and end it with a bad end mod so kudos on having the wartimes start and trying to play as a slaver queen
mikesolo1975 Posted August 4, 2022 Posted August 4, 2022 23 hours ago, Faustling said: Thanks, that got rid of one error message. But I'm still getting the other. Also, I still have the original problem: Whenever I punish a slave, I get this bizarre magic effect, and then health starts dropping and can't be stopped. i think is a wrong sexlab version SSE version is 1.63 AE version is 1.64 unregist all sexlab animations make a system clean on sexlab framework and regist all animations or try a new game if the problem persist and run FNIS
Will55 Posted August 4, 2022 Posted August 4, 2022 (edited) 25 minutes ago, Farsh-nuke said: Fair play to you I kind of feel like if I was going to play that mod I'd do a full submissive humiliation playthrough and end it with a bad end mod so kudos on having the wartimes start and trying to play as a slaver queen Thanks! I try so hard for my char to "be a good little willing sex toy" but he is such an absolute anus in every possible way that I cannot help myself. If it were RL I wouldn't last very long. In addition, it is ridiculous how he fines you for nothing -15 for failing to "satisfy him with semen all over her and -12 for him when he deliberately bumps into her and blames her . The guy is an utter c**t. Unfortunately, there ARE people like him alive and well on this planet and I have met some and seen the results of their actions. It is quite close to the reality of several of them. BTW I am not sure that i want the hassle of having a slaver queen char as I had so many problems before. I might just stick to uniques and special cases like daddy.. Unlike F4 where all of my 454 slaves were actually well looked after and happy and who grow food, guard, hook or do other HR jobs there is too little for them to do in SSE. I released not a few F4 slaves as an experiment and they preferred to stay..i found that strange but then they were well looked after so.... Edited August 4, 2022 by Will55
Farsh-nuke Posted August 4, 2022 Posted August 4, 2022 1 hour ago, Will55 said: Thanks! I try so hard for my char to "be a good little willing sex toy" but he is such an absolute anus in every possible way that I cannot help myself. If it were RL I wouldn't last very long. In addition, it is ridiculous how he fines you for nothing -15 for failing to "satisfy him with semen all over her and -12 for him when he deliberately bumps into her and blames her . The guy is an utter c**t. Unfortunately, there ARE people like him alive and well on this planet and I have met some and seen the results of their actions. It is quite close to the reality of several of them. BTW I am not sure that i want the hassle of having a slaver queen char as I had so many problems before. I might just stick to uniques and special cases like daddy.. Unlike F4 where all of my 454 slaves were actually well looked after and happy and who grow food, guard, hook or do other HR jobs there is too little for them to do in SSE. I released not a few F4 slaves as an experiment and they preferred to stay..i found that strange but then they were well looked after so.... Oh, that's entirely fair. There are erotica writers whose work I love and I still have to take breaks because the male dominants are such overwhelming douchebags. Your mileage may vary is such a common thing about kink. Regarding that mod particularly I think Wartimes is common enough and Paradise Halls is such a necessity for so many people that compatibility seems fair to strive for,
CliftonJD Posted August 4, 2022 Author Posted August 4, 2022 16 hours ago, Martok73 said: Own the house in Windhelm and Thane on one of my test characters without completeing the Civil War or joining the Stormcloaks, so if those other two places not showing up is tied to everything involved in owning the house in Windhelm, then those conditions will need to be redone as there is a wonderfully beautiful mod called Civil War Neutrality that allows you to buy the house and become Thane without joining the Stormcloaks which in vanilla is required. Should not have civil war tied to Windhelm being available for hookers if owning the house is the only requirement. One char owns Sevrin Manor and nether Raven Rock nor Skaal village shows up as that char is the one I took the screenshots with. I have one char that has finished Mages Guild and the College (arcanum) shows up for her. My main testing char has finished Thieves guild along with one other char and so far thieves guild has not shown up on either char yet. Char taking the screenshots has completed and is the GM of the Thieves Guild. on the cities we have it set directly to the house purchase so we don't touch anything civil war, but i missed that you weren't getting thieves guild either so i'll check into that. my test character has the option to buy the home when i come back with cash. will try to update you on that, hopefully later today or tomorrow. after looking into thieves guild, its setup like a copy of the mages guild or thieves equivalent of it 16 hours ago, Martok73 said: Naked outfit doesn't cause the naked bandit bug tho cause I've had naked bandits show up even having those options that you put in place in PAHE to prevent and stop that from happening enabled, so yeah, naked bandit bug is still a thing even with all the things you've done trying to fix it. no, you're getting the naked bandits again becuz i broke it when i added the new toggle for uniques only...the fix for that is ready to send out, was waiting on other in progess changes before releasing it, but might send it early to get that fix to naked bandits bug that i created when i slipped up in the current version. basically its a bug that if you send your slave to home sweet home, then pahe tried to remove the naked outfit and ignores the toggle when sending the slave to home sweet home, might also happen thru other mod exchanges too, it is happening during mod exchange not specific to hsh, just more an example to the common folk. if you were thinking to start a new character anytime soon, then i'll consider that as valid reason for early release. 17 hours ago, Martok73 said: Now here's something very interesting I just found out when "trying something" on a very old save file that still had BBLS installed. I loaded up the current build version of TDF and went to the Luxury Suite where I have several regular follower npcs living. I used the bribe dialog option to make them a hooker, took them around and got them enough clients so I could "send" them to wok on their own somewhere. Guess what, it worked flawlessly, I was able to send Annekke, Janessa, and Sigil (Annekke's daughter, spelling?), to different cities and they actually walked out of the luxury suite and eventually arrived at their selected destinations and proceeded to turn tricks making gold working as an independent hooker. I sent one to Whiterun, one to Dawnstar, and one to Falkreth. So however the BBLS mod "invites" npcs to live there and whatever that mod does to change their default home location does not in anyway shape or form interfere with TDF and TDF is able to move the hooker npcs from the BBLS to wherever you want to send them. BBLS has a dialog option that is "Let's talk about your living arrangments" in which you can "invite" the npc to live at the luxury suite, live in the apartments, or live in the player house as it's caretaker. I have no clue how it accomplishes this but however it does it is the way we need to go with TDF so that other mods that change the default home location will work as well. I don't play with BBLS anymore cause of it being so fucking script heavy and laggy as fuck. But hey, they did one thing right nice idea, but that only helps fix the home setting mods, both instances still interact with tdf the same 17 hours ago, Martok73 said: Ok, so explain why I can see hookers doing things other than sex animations? Right now Annekke is leaning up against a wall idle and not finding clients. Olfina is leaning against the railing at the inn in Dawnstar not finding clients. I've seen them sit down and eat as well, so at least part of their "Idle animation schedule" is still intact even with TDF using them to find clients and play sex animations. I have also seen and caught bandits alseep at their camps, it's rare, but depending on what time it is when I load into the camps/area/dungeon or whatever, I have found them asleep, and I have nothing that alters bandits in anyway shape or form except makes the females pretty. So what's up with TDF letting the hookers take a break to lean against a wall or railing instead of finding clients? I like it, but wondering if it can do that then why not let them sleep or return to a custom home location? ya, i haven't looked into what controls the frequency of clients or why you can't ask for the hooker's money right after watching her work clients 17 hours ago, Martok73 said: They can train 50 damn times? Holy shit that's alot, yeah I'm not gonna test that out as I don't have the time it would take to wait 4hrs between training one hooker 50 fucking times, yup nope ain't gonna happen... that is 200 hours just to train one hooker, nope, got other things to test and to eventually continue my actual current play through. Definitely need to figure out a way to transfer a slaves sex training into tdf training if it's 50 times, sheesh. i think when it checks if they can train, it uses the combined total of clients and training sessions 17 hours ago, Martok73 said: Going back to what you stated above that they can train 50 damn times, I honestly think that a slave with 100 sex training in PAHE/HSH (HSH has 3 sex stats where PAHE has 1), is a fair trade for full hooker training in the sex department. 100 sex pahe = 50 tdf training. pahe has always had those same sex stats shown in hsh, but never saw any reason to show those when sex training == (anal + vaginal + oral)/3 18 hours ago, Martok73 said: As for Winterhold, there is a quest that you can do for the Jarl that pretty much makes you Thane, it's one quest, there is no house or property and that's it, it's easy to do that one quest and forgot about it honestly. It is quite easy to do the requirements to become Thane and not know it either as I have done it and upon talking to the current Jarl in Winterhold have become Thane. The only part that might get noticed is IF you actually have to help 3 people in the town because you didn't pimp out a following hooker to 3 citizens while "training" your whore. Of the now 4 characters that I have tested TDF with, Winterhold has shown up as an option for all 4 of them, and only 1 character has completed everything (minus college of winterhold chain). Only one char has completed the Mages Guild/College of Winterhold questchain. So I have no clue as to what the conditions are that have to be met for Winterhold itself to show up lol, its weird... 18 hours ago, Martok73 said: @CliftonJD This has nothing to do with anything other than you're smart and might know what is causing this issue. Only male DB members and Male Mannequins have this purple thing show up, and it just started wihtin the last couple of weeks. Female characters and female mannequins display the DB armor normally without the purple thing. The only thing that I can recall that has changed in my load order or mod list in the last few weeks is TDF, Another Mannequin Script Fix AE/SE, and I think that's it. I've tried uninstalling both and this purple thing is still there. I don't have any mods that change the dark brotherhood armor at all, so I have no clue as to why it's there and only shows up on males? It's only this one single piece of gear too, just the Dark Brotherhood Armor (chest piece), the DB Robe is fine. To my knowledge and memory those are the only two things that have changed since I first started noticing this. Any ideas? I've checked the console and there isn't another item in their inventory or equipped so no clue. both genders use the same editor id for the armor, but don't use the same meshes so any bugs that appear only for males would be in Armor\DBArmor\DBArmorTorso_1.nif or the first perversion Armor\DBArmor\1stPersonDBArmorTorso_1.nif. that would be your data\meshes\dbarmor folder or in mo it would be that same folder but only the mod that changes that would have that folder, unless its a bethesda update.i think bodyslide for se uses that folder too, just not sure if mo uses that or where mo stores those files when you run bodyslide from within mo 5 hours ago, Will55 said: CliftonJD. This is a personal request and NPs if you cannot or will not help. I have enslaved daddy from wartimes and am trying to sell the swine at Fellglow but when asked "who is the lucky slave?" there is no option to point him out as all I read are the pig's usual lines of speech. I enslaved him this time after one ferocious beating and rape by slipping an enslavement rope into his pocket. first i would confirm that you still get the option for other slaves, cuz if he's the only problem, something went wrong during enslavement and he didn't get in the slave faction, but the majority of pahe dialogues have that same restriction as well so i would think you'd be missing other dialogues too 5 hours ago, Will55 said: Is there anything that I can do here? I have killed him once, killed him and all his party friends once and Aldo has his way with him regularly, but until i know that I can enslave the swine when I wish at the end, I find it difficult to endure the degradation. I realize that I should not be even trying the mod but it is a challenge to me personally and I so want to see him disappear into Fellglow. if its only him, i would try reclone from his debug menu in mcm 1
Will55 Posted August 4, 2022 Posted August 4, 2022 3 minutes ago, CliftonJD said: if its only him, i would try reclone from his debug menu in mcm hmm i enslaved him via the placed enslavement rope and although PAH 8.1.2 is installed, I haven't even looked at the MCM yet. will do so although if the past problem is still there he won't be on it. Maybe I can clone the swine and kill one of them and enslave the other but then the speech lines won't change as for most uniques until you corrected some of them. Nevermind! Thank you for the reply. Currently she is kicked out despite bending over backwards (literally) for him and escaped from gaol with the 21k Skyrim bounty. he is going to die BUT when she wa skicked out all quest items were taken (Meridia's beacon and about 6 others) and I am going to whinge on the wartimes page.
Martok73 Posted August 4, 2022 Posted August 4, 2022 36 minutes ago, CliftonJD said: on the cities we have it set directly to the house purchase so we don't touch anything civil war, but i missed that you weren't getting thieves guild either so i'll check into that. my test character has the option to buy the home when i come back with cash. will try to update you on that, hopefully later today or tomorrow. Ok so TDF don't touch civil war only house purchase, well there is still a problem with that because even if TDF doesn't touch the civil war, in the vanilla game just to buy the house in Windhelm you have to join the stormcloaks and start the civil war quest chain, which imho sucks. Thanks to the mod CW Neutrality you can buy the house without joining the Stormcloaks or starting the civil war quest chain. So if TDF is only tied to whether or not the player owns the house in Windhelm, then it should be showing up for two of my characters as they own the house, and one of them is even Thane. I just use the mod to CW Neutrality so I don't have to get involved in the stupid civil war, which is nice. So without that mod, or another mod that skips the whole civil war crap, just to be able to buy the house you have to join the Stormcloaks or if joining the Empire you have to finish the entire civil war killing Ulfric and then buy it after the Empire controls Windhelm... It's a total pain in the ass without a mod honestly. but if TDF only cares about house ownership and not how you bought it, then it should be ok. 42 minutes ago, CliftonJD said: after looking into thieves guild, its setup like a copy of the mages guild or thieves equivalent of it Then I wonder why it's not showing up as an option for my two char's that are the GM of the Thieves Guild? There is literally nothing left to do other than the radiant quests that never end so it should be showing up. 43 minutes ago, CliftonJD said: no, you're getting the naked bandits again becuz i broke it when i added the new toggle for uniques only...the fix for that is ready to send out, was waiting on other in progess changes before releasing it, but might send it early to get that fix to naked bandits bug that i created when i slipped up in the current version. basically its a bug that if you send your slave to home sweet home, then pahe tried to remove the naked outfit and ignores the toggle when sending the slave to home sweet home, might also happen thru other mod exchanges too, it is happening during mod exchange not specific to hsh, just more an example to the common folk. if you were thinking to start a new character anytime soon, then i'll consider that as valid reason for early release. Oh so no matter which options I use until you push another fix it's still broke? Ok, as to starting a new save, I don't plan on doing that until I finish testing TDF with the 3 high level chars that I'm currently using to test with. I have honestly put off all game progression until TDF testing is finished, so no worries there. Interestingly enough tho the naked bandit bug has leaked over to a few unique npcs and I have no clue as to why they are walking around naked. Resetinventory doesn't fix it either, nor does recycleactor, I've had to add in their clothes by hand in the console, so yeah that's a thing, LOL. 45 minutes ago, CliftonJD said: nice idea, but that only helps fix the home setting mods, both instances still interact with tdf the same Not sure how they would all interact with TDF the same way, when literally the BBLS mod allows you to invite npcs to live in it's many additions but does not prevent TDF form "moving" hookers to whatever location you send them to. Whereas follower framework mods and MHiYH does in fact prevent TDF from "moving" hookers to where you send them causing them to stay put and not move. One works, the other doesn't, so if it were me I would look and see exactly how BBLS changes the default home location of a npc so that it does not prevent the functionality of TDF and compare that to how the other mods do the same thing but does prevent the functionality of TDF, and maybe see if it is possible to make a patch. But that's just my humble opinion ? 50 minutes ago, CliftonJD said: ya, i haven't looked into what controls the frequency of clients or why you can't ask for the hooker's money right after watching her work clients No clue, was just curious as to what was going on with them honestly, but we still need a 100% way to dismiss a hooker no matter what because having them bug out and not being able to dismiss them or move them or anything is getting really damn annoying really fast. Makes it hard as hell to successfully test everything to make sure it's all working when I can't reliably dismiss the damn hoes without being forced to reset the mod. Honestly just remove the check for money earned and that should fix the problem. 54 minutes ago, CliftonJD said: i think when it checks if they can train, it uses the combined total of clients and training sessions No clue, I know I currently have one hooker sitting on 40ish clients and I think 19 or 20 training and she still has the option to "train". Surprisingly enough she still doesn't make all that much gold even with that many clients and training. 55 minutes ago, CliftonJD said: pahe has always had those same sex stats shown in hsh, but never saw any reason to show those when sex training == (anal + vaginal + oral)/3 Ok, well I still think that if a slave is at 100, that should be more than fair to translate that into 50 TDF training or whatever number makes them not be able to train anymore. Whether training a sex slave by hand or letting HSH do it for you, it still takes quite abit of time taking one from 0 sex to 100 sex. Especially if it's the first slave you have because you have to start somewhere and when it's the first one you don't have any to let HSH automate it, so ya gotta do it by hand and that takes quite awhile. 58 minutes ago, CliftonJD said: lol, its weird... It is very weird and quite funny imho, as it is probably the easiest location in the game to become Thane and literally can be done without even trying. 59 minutes ago, CliftonJD said: both genders use the same editor id for the armor, but don't use the same meshes so any bugs that appear only for males would be in Armor\DBArmor\DBArmorTorso_1.nif or the first perversion Armor\DBArmor\1stPersonDBArmorTorso_1.nif. that would be your data\meshes\dbarmor folder or in mo it would be that same folder but only the mod that changes that would have that folder, unless its a bethesda update.i think bodyslide for se uses that folder too, just not sure if mo uses that or where mo stores those files when you run bodyslide from within mo It was def the nif file causing the issue, I went thru and checked every single mod I have that even remotely touches meshes and found the culprit was the SOS Male Armors and Clothing update. It screws up the torso nif file with a missing texture path. I removed the mod and it fixed the issue... not sure why I installed that anyway as the armor and clothes seem to be fine on the males anyway. But yeah I looked at the nif files and they were found exactly in the folder path you suggested and saw the issue with the missing texture path. So thank you Back to more testing, going to try out the mod Simple Outfit System and see how that works to force outfit changes for my non slave hookers. Followers and slaves wear what I want them too, but normal npc hookers don't, so gonna test it and see what happens.
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